From: FieldScott@a...
Date: Mon, 15 Jul 1996 00:54:49 -0400
Subject: Scenario: The Last Line of Defense
Hi all, After all the discussion of James ButlerÂs ÂBattlepod Swarm From Hell idea, I thought it might make an interesting basis for a last-ditch-defense-of-the-home-planet scenario, ala the Battle of the Line from Babylon 5. So while doing laundry tonight (doesnÂt everyone design sci-fi battles at the laundromat?), I put together a scenario, throwing in a couple stations and some mines for the sake of variety. It is (needless to say) a HUGE scenario -- even counting the ÂMunchkins by squadrons of 5, you still have about 20 ships/squadrons per side. I would probably want to play it with multiple players per side. Alternately, you could increase the number of ships per squadron to have fewer Âgroups to control. (You can use either the simple squadron rules in MT, or the more involved system posted here by Joseph Haygood a couple months back.) So, with apologies to J. Michael Straczinski, here is ÂThe Last Line of Defense. If anyone is brave enough to try it out, let me know how it goes! Scott Field ÂLife is like a sewer: what you get out of it depends on what you put into it. Tom Lehrer ------------------------------------------------------------------------ ------ ---------------- THE LAST LINE OF DEFENSE Background: The war had been going badly for the Deltans from the very beginning. In almost every encounter with the hated Alphans, they had been out-gunned and out-fought. When they intercepted a set of Alphan battle plans showing that the Alphan home-world was virtually undefended, they sent all their FTL-capable ships to attack it. Unfortunately, it was a trap; the Deltan fleet was ambushed and destroyed. Knowing that the Alphan invasion fleet would not be long in coming, the Deltans slapped together a makeshift force of courier ships to augment their system defenses, armed them with what weapons they could, and waited for the coming storm.... Attacking Forces: The invasion fleet consists of 4 troop transports, 2 planetary bombardment monitors, 3 capitals, 4 cruisers, 7 escorts and 7 fighter squadrons. To simplify things, I've taken all attacking ships (except the minesweeper) straight out of FT/MT. Attacking Fleet: 4 * Assault Transports (use the example on p16 of MT) 2 * Planetary Bombardment Monitors (PBMs) 1 * BattleDreadnought 1 * Light Carrier 1 * Escort Carrier 1 * Heavy Cruiser 2 * Escort Cruisers 1 * Minesweeper (see below) 2 * Destroyers 1 * Torpedo Destroyer 2 * Frigates 2 * Scouts Minesweeper Mass: 26 Damage: 13 Thrust: 4 FTL Drive 2 * B-Batteries (P/F & F/S) 1 * Minesweeper 1 * PDAF LVL-1 Screens 2 * FireCon 2 * Damage Control Parties Cost: 188 Defending Forces: The defenders have 1 military station, 2 civilian stations, 10 defense satellites (6-mass mini-stations), 2 system defense cruisers, 4 fighter squadrons, and 15 squadrons of "Munchkins." Each squadron of Munchkins consists of 5 ships: there are 6 squadrons of Mk I's, 6 squadrons of Mk II's, and 3 of Mk III's. Additionally, the defender may pre-deploy 25 mines. Defending Fleet: 1 * Military Station 2 * Civilian Stations 10 * Defense Satellites 2 * System Defense Cruiser (as per MT) 30 Mk I Munchkins 30 Mk II Munchkins 15 Mk II Munchkins 25 Mines (deployed before game starts) Defending Ship write-ups: Military Station Mass: 200 Damage: 100 4 * A-Battery (1-arc) 8 * B-Battery (2-arc) 12 * C-Battery (3-arc) 4 * Pulse Torpedoes 1 * ADAF 4 * PDAF 4 * Fighter Bays LVL-2 Screens Enhanced Sensors Individual ECM 5 * FireCons 5 * Damage Control Parties Cost: 721 Civilian Stations Mass: 200 Damage: 50 8 * C-Batteries (3-arc) 4 * Sub-Munition Packs 3 * PDAFs LVL-1 Screens Superior Sensors 1 * FireCon 1 * Damage Control Party Cost: 395 Defense Satellites Mass: 6 Damage: 3 1 * A-Battery (4-arc) 1 * FireCon Cost: 28 Munchkin Mk I Mass: 2 Damage: 1 Thrust: 8 1 * FireCon 1 * Sub-Munition Pack Cost: 11 Munchkin Mk II Mass: 2 Damage: 1 Thrust: 6 1 * FireCon 1 * C-Battery (3-arc) Cost: 12 Munchkin Mk III Mass: 4 Damage: 2 Thrust: 4 1 * FireCon 1 * Missile Cost: 18 Set-up: IÂll keep this vague, since it will all depend on the size of the playing surface you have available. (It had better be big!) The defenders set up on the Âeast 1/3rd of the table, and the attackers enter from the Âwest side. The defender notes the locations of his mines on graph paper, revealing them whenever an enemy ship comes within passive sensor range of the mine. All ships begin with a max. velocity of 5. Withdrawal: Since the defending ships are all sublight, they effectively cannot withdraw. (Besides, theyÂre fighting to the death here!) Attacking ships may withdraw by leaving from the Âwest side of the table. Objectives/ Victory Conditions: Attacker Decisive Victory: More than 1/2 of troop Âcargo mass and 3 or more functioning Ortillery systems make it off the east edge of the table. All the defending stations are destroyed. Attacker Marginal Victory: Less than 1/2 of troop Âcargo mass and 1-2 functioning Ortillery systems make it off the east edge of the table. At least one of the defending stations is destroyed. Stalemate: All troop transports are destroyed, but less than 1/4 (by mass) of the defending force survives. Defender Marginal Victory: All troop transports are destroyed, and less than 1/2 (by mass) of the defending force survives. Defender Decisive Victory: All troop transports are destroyed, and more than 1/2 (by mass) of the defending force survives.